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[CE3] TLoU Hotel Room

polycounter lvl 4
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Dibbz polycounter lvl 4
Start of a new project. Done a breakdown and gathered some reference images. I am not going to make this exactly 1:1, I want a bit of freedom :)

Hope to start the blockout in CE3 tomorrow. Gonna try and blast through this project, hopefully will have updates every night.


Scene
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Breakdown
10279788336_ea77fbd75c_o.jpg

Reference Board
10279918523_6bc3816ecd_o.jpg

Replies

  • Dibbz
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    Dibbz polycounter lvl 4
    Busy couple of days but found some time to get a blockout in CE3. Updated the engine to the latest version 3.5.3. Time of day is nice now.

    10320285614_8f2229f151_o.jpg
  • xKillerKev7x
  • Dibbz
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    Dibbz polycounter lvl 4
    Update. Ran into trouble almost instantly. First time using Zbrush tool with subtools and didn't know how to grab AO and normal maps from it. Tried to take it into 3DS Max and do a Render to Texture but the AO looked rubbish. I got xnormal now though and that does a nice job.

    There must be a more efficient way of doing this right? I already had the Low Poly created in Max I just needed a way for Zbrush to let me project the high poly details onto the low poly mesh so I could grab the maps.

    Been working on how to go about creating the bed sheet. It would be a slow process to sculpt it out so I thought it'd be best to use 3DS Max's cloth simulation. Not perfect, it's clipping through itself like crazy. If I set the self collision any higher though it glitches out on itself. I should be able to tweak it once I'm happy with the general shape. I'm leaving this for now though since the bed is under the hole in the ceiling so there will be a lot of rubble etc interacting with the sheet. When those are done I will add them into the simulation.

    Anyway here are some shots so far.

    10537657135_e927af37f1_o.jpg

    10537876093_86dd842545_o.jpg

    10537659796_e28ff7cbe1_o.jpg
  • Tits
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    Tits mod
    Looking forward to see more!
  • DougClayton4231
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    DougClayton4231 polycounter lvl 3
    The best workflow that I use is to create your high and low poly and use either Maya's Transfer Maps or xNormal to generate my normals and whatnot. Great progress so far :)
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